Cloud lightning stellaris. The Disruptor, Cloud Lightning and Arc Emitter are very good at doing nasty damage and are 100% accurate, so you can use your auxiliary slot for afterburners or shield boosters or what-have-you instead of accuracy boosters. Cloud lightning stellaris

 
<em>The Disruptor, Cloud Lightning and Arc Emitter are very good at doing nasty damage and are 100% accurate, so you can use your auxiliary slot for afterburners or shield boosters or what-have-you instead of accuracy boosters</em>Cloud lightning stellaris  I like playing with penetration weapons for thematic

That is the reward, or one possible reward (it's not a very good reward, it simply makes it easier to find void clouds if you want to get the cloud lightning research done really early). nor for any other slot for that matter. Best weapon against it would be the Cloud Lightning module from Void Clouds debris. 1 day cooldown; 100% accuracyI at one point thought it was a mod that was disabling it, but it seems like I cannot use Cloud Lightning anymore, even with all mods disabled, and testing it by granting myself all technologies (via console commands), the module does not appear for large weapon slots on any ship, while the mining lasers and frequency tuners still are available. So I’m currently fighting the Contingency, so my fleets are all specked to Arc Emitters and Cloud Lightning with some corvette fleets with Phase Disrupters. • 1 yr. Activate LIGHTNING with just one click and. For the record, in stellaris 2. This gives you time to send your own armies to take the planet back. Now I only have disruptors. Lets look at all of the origins available to empires in Stellaris, work out their benefits and drawb. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Access to cloud lightning is well worth going to war over border. 2 The Lesser Messenger id 9430 - 9480. Miners = Lvl1 drives and mining beams (useful up to Lvl 3 lasers) Amoeba = armour regen aux and amoeba fighters (useful up to Lvl 3 fighters) Void cloud = lightning arc (L slot weapon, marginal use if going full disruptor beams) #1. Finally, the focused arc emitter is very good, particularly because it never misses. 1 Beacon in the Depth. 5k fleets, however i fought two alien ships at a black hole, both being 1k fire power, i attacked them fairly confident and my fleet was shredded to 900 fire power, though it. The deadly tempest deals 2d6 points of cold damage, 2d6 points of electricity damage, and 2d6 points of bludgeoning damage to all creatures and objects in the area of effect. . the. Is the fleet build of all piercing weapons all the time viable without cloud lightning, and just arc+disruptors? (i. It can then be stunned up to x times totaly in any specific engagement. 2. 0 most weapons have been re-balanced and are now viable in different situations. Unique salvage: Cloud Lightning, L weapons that ignore both shields and armor; Tiyanki Space Whales Frequency Tuning tech Passive unless attacked: Migratory Always called Tiyana Vek, it contains 4 Gas Giants. Then you can get pretty high-evasion destroyers, pushing high eighties or even hitting the cap of 90. YOU CAN USE Cloud lightning Instead of To be able to see. - Find the /common/component_templates folder. I researched cloud lightning conduits in my latest game. I can't seem for the life of me figure out what this outcome does beside just EXIST. 0 unless otherwise noted. I like playing with penetration weapons for thematic. I like playing with penetration weapons for thematic. This is an upgraded version of Cloud Lightning, balanced with the vanilla version. Stellaris. In stellaris 2. 类型:即时. And to make it harder the tech can need an upgrade to get to 3 total stund per ship. This page was last edited on 14 October 2017, at 11:48. However when I go in the ship designer they are not available as an option. They ignore both shields and armor and deal base damage directly to the hull. Admirals. nor for any other slot for that matter. Ironically, it seems to me while playing a Mil. Step 1: Choose "Here Be Dragons" and "Cordyceptic Drones". Can fit into Extra-Large slots; 8. I like playing with penetration weapons for thematic. 5k fleets, however i fought two alien ships at a black hole, both being 1k fire power, i attacked them fairly confident and my fleet was shredded to 900 fire power, though it resulted in a victory, it was a costly one. the. And Cloud Lightning is the perfect primary weapon to put on an artillery destroyer, as the need to be in close range for the ship's smaller guns negates Cloud Lightning's only other major drawback. It seems as if they are underpowered (except for the Flagellates) compared to "regular" weapons of a similar research cost. Autocannons are good on corvettes. This would prevent me from being able to expand much as they would block me from the rest of the galaxy and this really frustrated. Theonar Jul 20 @ 3:26pm Hey, great guide! I created designs. I did so quickly. I keep getting the same outcome and that is a temporary modifier ( (72 month physics boost)) and honestly it kinda sucks as I can accumulate that much by building research stations near neutron stars and the like. . NL 42dmg per day 90% accuracy 0% tracking. The home system is rather nice as well. 2. nor for any other slot for that matter. nor for any other slot for that matter. Jaa kuvia stellaris cloud lightning. The titan lance does seem to break through, simply because the damage from one hit destroys the shield and. I can't seem for the life of me figure out what this outcome does beside just EXIST. Destroyers- if you use them, should be built for alpha and to die. Cloud lightning are L sized weapons that bypass shield and armor, the spinal mount weapon that does the same is the Arc Emitter, so what you've suggested would work with battleships but with arc emitter and cloud. They are supposed to be L sized weapons but they don't appear as an option for that slot. They ignore both shields and armor and deal base damage directly to the hull. The combination of range, ignoring stacked FE defenses, and reasonable. Stellaris 3. Thread starter Silesian Burd; Start date Oct 19, 2022; Jump to latest Follow Reply Menu We have updated our Community Code of Conduct. They don't exist in my designer. Void Clouds are all shield and hull. 7 Technology List – T to Z. Language: English&中文. I at one point thought it was a mod that was disabling it, but it seems like I cannot use Cloud Lightning anymore, even with all mods disabled, and testing it by granting myself all technologies (via console commands), the module does not appear for large weapon slots on any ship, while the mining lasers and frequency tuners still are available. Later on, the initial cloud event triggered itself again, giving me another project to research in my home system. (But then again, so do flak cannons if you have something, like fighters. Cloud Snagged Event chain outcomes. Unfortunately, after researching it for ten years. the. as far as i know the only way to get cloud lightning is to scan void cloud debris or an empire that has them equipped which since ai doesn't scan debris they won't ever use it. Cloud Lightning is already at 100% accuracy, and the only advantage of Line computers over Artillery is adding extra accuracy. 4k fleet, perfectly optimised and top of it's class, everyone else in the galaxy could not compete with it not even the 3k and 3. Small. so i had a 2. Nov 9, 2023Is cloud lightening good for anything? Killed some void clouds, now I have Cloud Lightening. 能源消耗:-40. Jump to latest Follow Reply. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. CryptoGo to Stellaris r/Stellaris. void cloud technology id cheat. Yeah, pretty much. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Unfavorite. However when I go in the ship designer they are not available as an option. To learn more about other systems, an empire will need to send their science ships out to survey them. If I recall correctly, they are more likely to spawn in Black Hole systems (at least, there are a couple prescripted Black Hole systems that have Void Cloud guardians). The new weapon stats have been derived from the vanilla XL weapons, following the patterns established by other weapons (eg. But when you unlock strike craft, you should just make cruisers with the hangar until you unlock battleship. You want anti-armor/anti-hull weapons. 1 version, so i've rolled my stellaris back and is gonna test this strategy. r/Stellaris A chip A chipso i had a 2. ; About Stellaris Wiki; Mobile viewBack when 2. 2. The Drain, for instance, is only marginally better than red lasers, but at least it works at a long range for. Cloud Snagged Event chain outcomes. * Cloud lightning is a tech that can be acquired by killing void clouds and researching their debris. 7Lets dive in!Pre-order St. Stellaris 50511 Bug Reports 31004 Suggestions 19176 Tech Support 2909 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports. Stellaris is a colonization game, 0 micro manage or even anything in. If you encounter them in multiplayer, crystal plating is the counter. A scaled-up version of the Cloud Lightning, itself a scaled up version of the Disruptor, these weapons launch lightning arcs of chaotic and unstable energy at targets, ignoring armor and shields. so i had a 2. 0 unless otherwise noted. I've still got a few random turret…So when did they nerf this? I remember clearly being able to have an entire fleet of destroyers with the conduits equipped along side disrupters and just annihilating giant 150k baton fleets with a power of just 50k. 4k fleet, perfectly optimised and top of it's class, everyone else in the galaxy could not compete with it not even the 3k and 3. Technically true, but the math isn't intuitive. Content is available under Attribution-ShareAlike 3. So, I'm reaching the mid game, and there's no sign of these dudes showing up. . Exploration is one of the first priorities of any spacefaring empire. They ignore both shields and armor and deal base damage directly to the hull. Crisis weapon damage is 5X, so you don't want them to get in range to hit your ships, kill them from far away and use cautious admirals, artillery combat computers and the war doctrine for +10% range (Rapid deployment I think) which stacks. 1 bug? Didn't need it since the patch yeah probably 2. rarely see empire use cloud lightning as weapon. The void cloud will now be killed by your fleet and leave debris which you can scan with a science ship to obtain the option to research the technology as normal, you can speed this up via typing into the console 'physics X' where X is the remaining number of technology points you need to finish the cloud lightning technology. I at one point thought it was a mod that was disabling it, but it seems like I cannot use Cloud Lightning anymore, even with all mods disabled, and testing it by granting myself all technologies (via console commands), the module does not appear for large weapon slots on any ship, while the mining lasers and frequency tuners still are available. If it's not enough to one-shot what it's. . . best decision ever, it chews through everything. They are supposed to be L sized weapons but they don't appear as an option for that slot. So I switched to Line for them. I like playing with penetration weapons for thematic. At that point you can do whatever you like, because their large slot means they can mod out to combat pretty much literally anything - stick neutron launchers in for Prethoryn, KA for Unbidden, cloud lightning for Contingency. Cloud Lightning: at first glance this looks like a miniature Focused Arc Emitter, but if you carefully analyze its stats you'll realize it has very different properties. The author of this topic has marked a post as the answer to their question. Apr 5, 2023. nor for any other slot for that matter. RC_0041 • 4 mo. If you have 100% hardening, cloud lightning and the like will simply deal 100% of their damage to the shields, while something like a railgun deals 150% damage to shields. Tachyon Lance battleships with neutron launchers absolutely shred the scourge. The cloud lightning bug seems to exist only in the 2. If they loose that, then the total DPS they deal is significantly lower. I made a few mistakes in this buildup and I could. so i had a 2. FP w/ Distinguished Admiralty, that choosing No Retreat actually decreases my Destroyer losses, I think because winning harder is the best way to avoid losing those flimsy destroyers XD Additionally, super-stacked rate-of-fire will really make cloud lightning shine. I researched cloud lightning conduits in my latest game. I researched cloud lightning conduits in my latest game. The research is even in. I like playing with penetration weapons for thematic. Arc Emitters+Cloud Lightning are only "good" at high energy damage repeatables (80+). 7. Subscribe. I don’t really know how to use destroyers, frigates, or cruisers 😬. ; About Stellaris Wiki; Mobile viewIt's better to have a cloud of 100 Corvettes with one disruptor apiece. Since every weapon now has its main strength and weaknes it is better to mix and match several weapons types to cover each other weaknesses. If they AI kills all the Void Clouds, then Cloud Lightning is lost to the. 7. I researched cloud lightning conduits in my latest game. 4k fleet, perfectly optimised and top of it's class, everyone else in the galaxy could not compete with it not even the 3k and 3. Cloud lightning and Arc Emitter can also roll several low damage hits which can cause you to lose much then normal. 414K subscribers in the Stellaris community. Right now the shielding and armor on leviathans is replenishing far faster than intended, but their hull pool is so low that one volley from a bypass BS fleet will kill oneOpen console. Also cloud lightning module is 7 times cheaper than neutron torpedoes, allowing you to build more and go over the naval limit with less maintenance. 5k fleets, however i fought two alien ships at a black hole, both being 1k fire power, i attacked them fairly confident and my fleet was shredded to 900 fire power, though it resulted in a victory, it was a costly one. I like playing with penetration weapons for thematic. It would not make much sense for the corvettes to chew on shields and armor while the BBs go straight for the hull, so it synergizes nicely. Component. . The full command is probably "research_technology. I've probably put nearly 1200 hours in Stellaris since 3. Fallen Empire ships are universally weakest to Hull penetrating weapons (Disruptors, Arc Emitters, Cloud Lightning), having high Armor & Shields and comparatively little Hull. 1 version, so i've rolled my stellaris back and is gonna test this strategy. Pound for pound they do more damage than Focused Arc Emitters and Cloud Lightning and have greater range, but they still have to chew through shields and. View community ranking In the Top 1% of largest communities on Reddit. AE/Cloud lightning does more than 3x the damage against FE fleets since less than 1/3 of their health comprises of hull. #footer_privacy_policy | #footer. so i had a 2. Lets break down every change coming to Stellaris with Patch 3. 5k fleets, however i fought two alien ships at a black hole, both being 1k fire power, i attacked them fairly confident and my fleet was shredded to 900 fire power, though it resulted in a victory, it was a costly one. the. 2 Running out of Time. I researched cloud lightning conduits in my latest game. I like playing with penetration weapons for thematic. First time using cloud lightning, didn't expect the fallen empire fleet to melt like thatEquipping Cloud Lightning on your ships does not use the Plantoid L gun model, but instead uses the default Mammalian L gun model. How do I get cloud lightning . 8 i think, it can last months or years so yeah, no way to remove it. I remember a few patches ago certain weapon types weren’t affected by repeatables. Can fit into Extra-Large slots; 8. 4k fleet, perfectly optimised and top of it's class, everyone else in the galaxy could not compete with it not even the 3k and 3. They are supposed to be L sized weapons but they don't appear as an option for that slot. Spiritualist FE fleets have even crazier 1/4 and up to 1/5 hull ratios. They are supposed to be L sized weapons but they don't appear as an option for that slot. List of all technology ids in the game to be used with “research_technology” console command. However when I go in the ship designer they are not available as an option. 2. • 1 yr. However, it is HEAVILY outranged by artillery+neutron+giga cannon, and the time to kill is not much lower. I'm not a fan of this new type of ship parameter. Legacy Wikis. . © Valve Corporation. ago. Business, Economics, and Finance. They are supposed to be L sized weapons but they don't appear as an option for that slot. • 3 yr. Depending on the size of your fleet and the attackers, they may never even get into weapons range before they are eradicated. R5: There's not normally cloudy lightningy stuff going on in any system but this stuff is everywhere. I'm playing in ironman so no console commands to slap it down. Look up their compositions, and the tips against a specific FE here. Then there is the one that decreases opponentsnshields by a substantial amount. Turtle up like I always do except actually build Corvettes instead of relying 100% on starbase. Those are grossly unrealistic numbers. Do you guys know if these techs are buffed by repeatables?Arc emitter battleships do fine against the unbidden and the contingency. Cloud Lightning / Arc Emitters - Best in slot late game weapon once you and your enemies have a ton of repeatables Repeatables make it so the enemies shields get bigger and bigger and offense can't keep up so eventually you are better off DPS wise to just swap to weapons that ignore defenses entirely like Arc Emitters. To make sure the enemy does not jump away from your Arc Emitter fleets, make sure you get Yurantic Crystals for the 20% energy weapon boost, try to level both Energy Weapon. The star itself always has a deposit of 6 physics. However when I go in the ship designer they are not available as an option. Titans are absolutely worth building, the fleet wide bonuses and the titan-specific weapon is really good. I like playing with penetration weapons for thematic. so i had a 2. ; About Stellaris Wiki; Mobile view Check at black holes systems, especially if it has an enemy warning icon on it. Cloud lightning is an L-size weapon with range 70 and average damage 11. Regular missiles shred them. Stellaris. 4k fleet, perfectly optimised and top of it's class, everyone else in the galaxy could not compete with it not even the 3k and 3. the. You have the perfect start. 1 comment. Now, "performance vs fleet capacity used", that may be a different story. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. as far as i know the only way to get cloud lightning is to scan void cloud debris or an empire that has them equipped which since ai doesn't scan debris they won't ever use it. The Cloud Lightning was a solid contributor to overall DPS of the fleet. No Cloud Lightning in galaxy. They are supposed to be L sized weapons but they don't appear as an option for that slot. the. Battleships with arc lightning XL and cloud lightning for every other weapon. Torpedos, instead of countering a fleet composition that no AI opponent used (mono-artillery), are now good against leviathans and as support for fleets that would otherwise struggle against starbases (like mono-disruptor). Language: English&中文. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 0) Number of years since game start is greater than 15 (×2. This page was last edited on 14 October 2017, at 11:48. So after killing void clouds and completeling researching for Cloud Lightning, I saw that the weapon still doesn't even exist in my ship designer. If the AI beats you to killing the Void Clouds then Cloud Lightning is forever lost to the galaxy, since the AI doesn't salvage the tech. I barely had to scratch the armor or shielding of the enemy; almost all of that damage was against hull. the. It's the best weapon in the game. there is an XL slot (battleship spinal mount) weapon that is explicitly called "arc emitter. However, although I've now…so i had a 2. In reality, the tracking doesn't matter as much if you have high accuracy. Is the fleet build of all piercing weapons all the time viable without cloud lightning, and just arc+disruptors? (i. I like playing with penetration weapons for thematic. 类型:能量. So I just made a fleet of battleships with a X arc emitters and filled up with lightning weapons. Subscribed. Since I like the mechanics and feeling like a Star Trek villain, I use disruptor fleets. so i had a 2. Stellaris > Workshop > Kisaragi Eirodynoir's Workshop . 5k fleets, however i fought two alien ships at a black hole, both being 1k fire power, i attacked them fairly confident and my fleet was shredded to 900 fire power, though it resulted in a victory, it was a costly one. Each one has a deposit of 6 society. Archimedes4. It's bottom center next to the system name. the. so i had a 2. 5k fleets, however i fought two alien ships at a black hole, both being 1k fire power, i attacked them fairly confident and my fleet was shredded to 900 fire power, though it resulted in a victory, it was a costly one. A gimmick alternative is Arc Emitter + Cloud Lightning; very good against Fallen Empires, Contingency and anyone who relies on lots of Shields and Armor, but in general tasks loses against Artillery BShips. If not 3 stuns with the first one activating. This is for the backbone, not smaller point-defense vessels etc. 413K subscribers in the Stellaris community. y otros países. 4k fleet, perfectly optimised and top of it's class, everyone else in the galaxy could not compete with it not even the 3k and 3. UU. (Ignores shield and armor 100%, goes straight for hull points). 4k fleet, perfectly optimised and top of it's class, everyone else in the galaxy could not compete with it not even the 3k and 3. You're absolutely correct that if you are going to use disruptors, your. 202. 7 Canis Minor has been announced and the Devs have given us a big hint as to what the that update may include, the next Stellaris DLC. This is an upgraded version of Cloud Lightning, balanced with the vanilla version. They are supposed to be L sized weapons but they don't appear as an option for that slot. A destroyer with lightning cloud and two s disruptors is a good, solid build. Mid to late game meta boils down to rock-paper-scissors, or rather Torpvettes beating Artillery BShips beating Carrier BShips beating Torpvettes. . so i had a 2. I researched cloud lightning conduits in my latest game. LIGHTNING extends the capabilities of the STELLARIS confocal platform with simultaneous multicolor super-resolution imaging at the full original speed. 9 ‘Caelum’ is Out, What’s. ago. I at one point thought it was a mod that was disabling it, but it seems like I cannot use Cloud Lightning anymore, even with all mods disabled, and testing it by granting myself all technologies (via console commands), the module does not appear for large weapon slots on any ship, while the mining lasers and frequency tuners still are available. 4k fleet, perfectly optimised and top of it's class, everyone else in the galaxy could not compete with it not even the 3k and 3. 5 when they are buffed) 3. The tool tip says it does between 1-27 damage. The mod no longer overwrites any weapon_component files except the one containing nothing but Cloud Lightning, which should make it more compatible with other mods. They don't exist in my designer. Arc emmiters, and cloud lightning. 5k fleets, however i fought two alien ships at a black hole, both being 1k fire power, i attacked them fairly confident and my fleet was shredded to 900 fire power, though it resulted in a victory, it was a costly one. For 3. the. 5k fleets, however i fought two alien ships at a black hole, both being 1k fire power, i attacked them fairly confident and my fleet was shredded to 900 fire power, though it resulted in a victory, it was a costly one. It makes a storm in the system slowing ships and fire rate. so i had a 2. Stellaris: Suggestions. One with 5 titans, and 5 with 3 titans. What jumps out is the very low damage of the CL. My naval capacity is only 90 but I have access to most weapons. In that case, I just go with Neutron Launchers. All rights reserved. They don't exist in my designer. . All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. the. Just skip all the enemy's repeatable shield and armor tech, cut right into their hull which reduces their firepower so they end up not even busting past your armor and you've nuked their fleet. If the titan is too slow put afterburners on it to speed it up as much as possible, or just have a couple other clone fleets not have titans. I at one point thought it was a mod that was disabling it, but it seems like I cannot use Cloud Lightning anymore, even with all mods disabled, and testing it by granting myself all technologies (via console commands), the module does not appear for large weapon slots on any ship, while the mining lasers and frequency tuners still are available. Also cloud lightning module is 7 times cheaper than neutron torpedoes, allowing you to build more and go over the naval limit with less maintenance cost. Cloud lightning goes direct to hull. Arc Emitters+Cloud Lightning are only "good" at high energy damage repeatables (80+). Stellaris Dev Diary #314 - Pi in the Sky Ideas. I’ll put one speedy cruiser in each fleet to take the opening beam shot and get destroyed, in case any of these fleets gets caught without a corvette swarm. Also normal void clouds now spawn with 3 to 4 k fleet power as one entity so it will be a lot harder in the early game to get cloud lightning. Type: effect give_technology = { 'tech = tech_id' } It is not possible to add one tech through console commands, without mods. Also, the void cloud lightning is better. In stellaris 2. Cloud lightning is essential, and not finding it is a failed run. 天云闪电的升级版,与原版平衡。. Can fit into Extra-Large slots; 10. 1. Now, "performance vs fleet capacity. the. However when I go in the ship designer they are not available as an option. My usual ship loadout is L slot Cloud Lightning combined with M-S slot Disruptors depending on the ship, plus some Picket destroyers thrown in. So, I'm reaching the mid game, and there's no sign of these dudes showing up. so no reverse engineering. Advanced shields require Strategic Resource to make. ago. I'm not sure if this is from a mod or vanilla, but weapon tech I put on my ships that have the tag "space fauna" get the bonus. Maybe up to 3. 该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。. 1. However, once shields are down it's the weakest of the spinal mount weapons. 5k fleets, however i fought two alien ships at a black hole, both being 1k fire power, i attacked them fairly confident and my fleet was shredded to 900 fire power, though it resulted in a victory, it was a costly one. Should a cruiser have two artillery slots with lightning cloud, or just one lc and a bunch of disruptors? Should battleships have an arc emitter and nothing but lightning clouds, or should I. 2. However when I go in the ship designer they are not available as an option. . Don’t do cloud lightning though. Stellaris Origins explained and ranked into a tier list. As FE's have a very low number of very highly upgraded ships that have incredibly high amounts of shields and armor, but relatively small amounts of ship HP, using lightning weapons can devastate them. They are supposed to be L sized weapons but they don't appear as an option for that slot. The void cloud will now be killed by your fleet and leave debris which you can scan with a science ship to obtain the option to research the technology as normal, you can speed this up via typing into the console 'physics X' where X is the remaining number of technology points you need to finish the cloud lightning technology. To make sure the enemy does not jump away from your Arc Emitter fleets, make sure you get Yurantic Crystals for the 20% energy weapon boost, try to level both Energy Weapon. but the CL can go through armor and shields. 1 version, not the 2. To reiterate 1. Also tried using the "effect give_technology = { tech = tech_space_cloud_weapon_1 }" console command in a 2. Cloud Lightning and especially Disruptors have low damage output, so they won't work very well against things that regenerate quickly (regen works during combat as of a recent-ish update, so leviathans with regeneration modules are significantly harder to kill now). Destroyers specifically would be better fit with picket computers, and either 4S+1M Disruptors if fighting Corvette Heavy fleets in the early. edit: Thanks for u/HoloRealism to point. EDIT - I stand corrected as noted below. Null void beam, and anything with huge bonus to hull dmg, you can use energy with this, especially if youhave some repetables in energy, but not in kinetics, missiles or strikecrafts. . So that’s 6 fleets. 6, make Cloud Lightning lack a Minimum Range, like Lasers. If you have 100% hardening, cloud lightning and the like will simply deal 100% of their damage to the shields, while something like a railgun deals 150% damage to shields. In exchange, you get 50% more range (40 vs 60). Go to Stellaris r/Stellaris. If not 3 stuns with the first one activating. (×1. 6 they changed the behavior of the Artillery behavior to make them run away and stop using the cloud lightning correctly. Think like a space Protoss Archon. The giga cannon will burn down their shields pretty fast, tachyon lances are not that great, especially not against psi shields (because their damage is reduced due to hitting shields first). However when I go in the ship designer they are not available as an option. 0. . So you miss out on Cloud Lightning. For example, Cloud Lightning modules seem to be weaker than blue lasers but costs much more to research and also seems to be more powerful in practice. Its such a tease that we can get a renewable supply of bio ships only in 2 systems in the entire galaxy, its a super cool piece of flavour but unless you're very lucky its pretty much only available to conquest focussed empires. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. so i had a 2. Go to Stellaris r/Stellaris.